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@@ -450,7 +450,7 @@ void main(void) {
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#ifdef LIGHT0
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#ifdef SPOTLIGHT0
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- lightingInfo info = computeSpotLighting(viewDirectionW, normalW, vLightData0, vLightDirection0, vLightDiffuse0.rgb, vLightSpecular0);
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+ lightingInfo info = computeSpotLighting(viewDirectionW, normalW, vLightData0, vLightDirection0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a);
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#endif
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#ifdef HEMILIGHT0
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lightingInfo info = computeHemisphericLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightGround0);
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@@ -473,7 +473,7 @@ void main(void) {
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#ifdef LIGHT1
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#ifdef SPOTLIGHT1
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- info = computeSpotLighting(viewDirectionW, normalW, vLightData1, vLightDirection1, vLightDiffuse1.rgb, vLightSpecular1);
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+ info = computeSpotLighting(viewDirectionW, normalW, vLightData1, vLightDirection1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a);
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#endif
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#ifdef HEMILIGHT1
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info = computeHemisphericLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightGround1);
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@@ -496,7 +496,7 @@ void main(void) {
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#ifdef LIGHT2
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#ifdef SPOTLIGHT2
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- info = computeSpotLighting(viewDirectionW, normalW, vLightData2, vLightDirection2, vLightDiffuse2.rgb, vLightSpecular2);
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+ info = computeSpotLighting(viewDirectionW, normalW, vLightData2, vLightDirection2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a);
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#endif
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#ifdef HEMILIGHT2
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info = computeHemisphericLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightGround2);
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@@ -519,7 +519,7 @@ void main(void) {
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#ifdef LIGHT3
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#ifdef SPOTLIGHT3
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- info = computeSpotLighting(viewDirectionW, normalW, vLightData3, vLightDirection3, vLightDiffuse3.rgb, vLightSpecular3);
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+ info = computeSpotLighting(viewDirectionW, normalW, vLightData3, vLightDirection3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a);
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#endif
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#ifdef HEMILIGHT3
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info = computeHemisphericLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightGround3);
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